[MUD-Dev] Better Combat
David Kennerly
kennerly at finegamedesign.com
Wed Aug 11 05:36:12 CEST 2004
cruise wrote:
> While, yes, in most games you can "pre-calculate" this grid (for
> this enemy use power-attack, this enemy use defensive, etc.)
> that's only because the enemies you fight don't respond and react.
Or the enemy is already using the best response there is and cannot
improve upon it. Some systems, the power-attack being an example,
are just too easy to optimize and moreover, have no excitement to
the function of error. If a little to the left or right of optimum
doesn't matter by more than 5%.
> Powerful blows don't "lower your defense", but take more time to
> execute, leaving time for the opponent to avoid/block/attack
> first. The "lower your defense" behaviour of D&D (say) is an
> attempt to reflect this, without requiring the twitch reactions of
> a beat 'em up.
This is a great example, and easy to implement. I like dramatic
pause in several genres. I personally like the cinema of the pause,
such as the sky darkening in SoulCalibur before an unblockable move,
or the heave of a cave troll before it smashes in The Two Towers. I
would like to see more of it in MMPs. Yet ... dramatic pause does
happen. For instance, the life mage that doubles over before
blowing up in a green mushroom cloud that hurts anyone nearby
Is dramatic pause less common in MMPs than in SPs (single-players)
and MPs (multiplayers)? I only guess it is from my limited personal
experience and research.
David
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list